Unreal Tournament 2003/2004 > Tutorials
New UT2004 Spammer
xdemic:
something silly i wrote up last week when i got bored.
a game of tictactoe within ut2004 chat.
Chat Tic Tac Toe:
I replaced Engine.u, so I'm storing my global variables in Engine.HUDOverlay like this:
--- Code: ---class HudOverlay extends Actor;
//==========================================================================
// Chat Tic Tac Toe located in ENGINE.PLAYERCONTROLLER
var int squares[9]; //stores square data 0 = empty, 1 = o, 2 = x
var PlayerReplicationInfo pTurn; //Player whos turn it is to pick a square
var PlayerReplicationInfo PlayerOne;
var PlayerReplicationInfo PlayerTwo;
var bool bGameStarted;
var bool bWaitingForPlayer; //Waiting for playertwo to join.
var int CountDown;
var TicTacToeTimer TicTacTimer;
//==========================================================================
--- End code ---
^^thats not necessary obviously if your going to hook PC.TeamMessage() (which is a event that receives incoming text from players and broadcasts) instead of replace packages.
Then I replaced Engine.Playercontroller.TeamMessage() to check incoming chat like this:
--- Code: ---event TeamMessage( PlayerReplicationInfo PRI, coerce string S, name Type ) // Modified by xdemic
{
local string c;
local string chatCmd;
local int pix;
// Chat Tic Tac Toe
if ( class'HUDOverlay'.default.TicTacTimer == None )
class'HUDOverlay'.default.TicTacTimer = Spawn(class'TicTacToeTimer');
if ( Type == 'Say' && PRI != None && CAPS(Left(S,2)) == "X " && class'HUDOverlay'.default.TicTacTimer != None )
{
chatCmd = Right(S, Len(S) - 2);
if ( class'HUDOverlay'.default.bGameStarted && PRI != class'HUDOverlay'.default.PlayerOne && PRI != class'HUDOverlay'.default.PlayerTwo )
{
ServerSay("You can't use commands when you are not part of the current game"@PRI.PlayerName$".");
return;
}
if ( chatCmd ~= "tictactoe" && !class'HUDOverlay'.default.bWaitingForPlayer )
{
if ( class'HUDOverlay'.default.bGameStarted ) {
ServerSay("You are already in a game "$PRI.PlayerName$"!"); return;
}
class'HUDOverlay'.default.PlayerOne = PRI;
ServerSay(class'HUDOverlay'.default.PlayerOne.PlayerName@"wants to play Tic Tac Toe. Type 'x joingame' (without quotes) in 'Say' chat to play with him.");
class'HUDOverlay'.default.bWaitingForPlayer = true;
class'HUDOverlay'.default.TicTacTimer.GotoState('WAITINGFORPLAYER');
}
if ( chatCmd ~= "joingame" && class'HUDOverlay'.default.bWaitingForPlayer && !class'HUDOverlay'.default.bGameStarted && PRI != class'HUDOverlay'.default.PlayerOne )
{
class'HUDOverlay'.default.PlayerTwo = PRI;
class'HUDOverlay'.default.bWaitingForPlayer = False;
ServerSay("Welcome"@class'HUDOverlay'.default.PlayerTwo.PlayerName$"."@class'HUDOverlay'.default.PlayerOne.PlayerName@"vs"@class'HUDOverlay'.default.PlayerTwo.PlayerName$".");
ServerSay("Starting Game . . .");
class'HUDOverlay'.default.TicTacTimer.GotoState('STARTINGGAME');
//SetTimer(1, True);
}
if ( chatCmd ~= "endgame" )
{
if ( PRI == class'HUDOverlay'.default.PlayerOne )
{
ServerSay("The game starter '" @class'HUDOverlay'.default.PlayerOne.PlayerName @ "' has ended the game.");
ClearGame();
} else {
ServerSay(PRI.PlayerName @ "you must be the game starter to end the game.");
}
}
if ( Left(chatCmd,Len("pick ")) ~= "pick " && class'HUDOverlay'.default.bGameStarted )
{
if ( PRI == class'HUDOverlay'.default.pTurn )
{
pix = int( Right(chatCmd, Len(chatCmd) - Len("pick ")) );
if ( pix <= 0 || pix > 9 )
{
ServerSay(PRI.PlayerName @ "please input a proper number from 1-9, example: x pick 1");
return;
}
if ( class'HUDOverlay'.default.squares[pix-1] != 0 )
{
ServerSay(PRI.PlayerName @ "that square is already taken! Please pick an empty space.");
return;
}
if ( class'HUDOverlay'.default.pTurn == class'HUDOverlay'.default.PlayerOne )
{
class'HUDOverlay'.default.squares[pix-1] = 1;
class'HUDOverlay'.default.pTurn = class'HUDOverlay'.default.PlayerTwo;
}
else if ( class'HUDOverlay'.default.pTurn == class'HUDOverlay'.default.PlayerTwo ) //Just an additional paranoid check
{
class'HUDOverlay'.default.squares[pix-1] = 2;
class'HUDOverlay'.default.pTurn = class'HUDOverlay'.default.PlayerOne;
}
BroadCastGameData();
if ( CheckGame() > 0 )
{
GameOver(CheckGame());
return;
}
ServerSay("Its your turn to pick"@class'HUDOverlay'.default.pTurn.PlayerName$". Type 'x pick #' (without quotes 1-9) in chat to choose");
} else {
ServerSay("It isn't your turn to pick" @ PRI.PlayerName $ "!");
}
}
}
// Wait for player to be up to date with replication when joining a server, before stacking up messages
if ( Level.NetMode == NM_DedicatedServer || GameReplicationInfo == None )
return;
if( AllowTextToSpeech(PRI, Type) )
TextToSpeech( S, TextToSpeechVoiceVolume );
if ( Type == 'TeamSayQuiet' )
Type = 'TeamSay';
if ( myHUD != None )
myHUD.Message( PRI, c$S, Type );
if ( (Player != None) && (Player.Console != None) )
{
if ( PRI!=None )
{
if ( PRI.Team!=None && GameReplicationInfo.bTeamGame)
{
if (PRI.Team.TeamIndex==0)
c = chr(27)$chr(200)$chr(1)$chr(1);
else if (PRI.Team.TeamIndex==1)
c = chr(27)$chr(125)$chr(200)$chr(253);
}
S = PRI.PlayerName$": "$S;
}
Player.Console.Chat( c$s, 6.0, PRI );
}
}
function BroadCastGameData() // Draws the game in chat.
{
ServerSay("["$sInt(class'HUDOverlay'.default.squares[0])$"]" $ "["$sInt(class'HUDOverlay'.default.squares[1])$"]" $ "["$sInt(class'HUDOverlay'.default.squares[2])$"]");
ServerSay("["$sInt(class'HUDOverlay'.default.squares[3])$"]" $ "["$sInt(class'HUDOverlay'.default.squares[4])$"]" $ "["$sInt(class'HUDOverlay'.default.squares[5])$"]");
ServerSay("["$sInt(class'HUDOverlay'.default.squares[6])$"]" $ "["$sInt(class'HUDOverlay'.default.squares[7])$"]" $ "["$sInt(class'HUDOverlay'.default.squares[8])$"]");
}
exec function EndGame()
{
ClientMessage("Clearing game data");
ClearGame();
}
function GameOver( int Winner )
{
if ( Winner == 1 )
ServerSay("Congradulations" @ class'HUDOverlay'.default.PlayerOne.PlayerName @ "! You Win ! ! !");
if ( Winner == 2 )
ServerSay("Congradulations" @ class'HUDOverlay'.default.PlayerTwo.PlayerName @ "! You Win ! ! !");
if ( Winner == 3 )
ServerSay("! ! ! ! ! TIE GAME ! ! ! ! !");
ClearGame();
}
function ClearGame()
{
local int i;
for ( i = 0; i < 9; i ++ )
class'HUDOverlay'.default.squares[i] = 0;
class'HUDOverlay'.default.PlayerOne = None;
class'HUDOverlay'.default.PlayerTwo = None;
class'HUDOverlay'.default.pTurn = None;
class'HUDOverlay'.default.bGameStarted = false;
class'HUDOverlay'.default.bWaitingForPlayer = false;
class'HUDOverlay'.default.CountDown = 5;
class'HUDOverlay'.default.TicTacTimer.Destroy();
}
function int CheckGame()
{
local int i;
if (
//across
(class'HUDOverlay'.default.squares[0] == 1 && class'HUDOverlay'.default.squares[1] == 1 && class'HUDOverlay'.default.squares[2] == 1) ||
(class'HUDOverlay'.default.squares[3] == 1 && class'HUDOverlay'.default.squares[4] == 1 && class'HUDOverlay'.default.squares[5] == 1) ||
(class'HUDOverlay'.default.squares[6] == 1 && class'HUDOverlay'.default.squares[7] == 1 && class'HUDOverlay'.default.squares[8] == 1) ||
//down
(class'HUDOverlay'.default.squares[0] == 1 && class'HUDOverlay'.default.squares[3] == 1 && class'HUDOverlay'.default.squares[6] == 1) ||
(class'HUDOverlay'.default.squares[1] == 1 && class'HUDOverlay'.default.squares[4] == 1 && class'HUDOverlay'.default.squares[7] == 1) ||
(class'HUDOverlay'.default.squares[2] == 1 && class'HUDOverlay'.default.squares[5] == 1 && class'HUDOverlay'.default.squares[8] == 1) ||
//diagonal
(class'HUDOverlay'.default.squares[0] == 1 && class'HUDOverlay'.default.squares[4] == 1 && class'HUDOverlay'.default.squares[8] == 1) ||
(class'HUDOverlay'.default.squares[2] == 1 && class'HUDOverlay'.default.squares[4] == 1 && class'HUDOverlay'.default.squares[6] == 1)
) return 1; //Player One wins
if (
//across
(class'HUDOverlay'.default.squares[0] == 2 && class'HUDOverlay'.default.squares[1] == 2 && class'HUDOverlay'.default.squares[2] == 2) ||
(class'HUDOverlay'.default.squares[3] == 2 && class'HUDOverlay'.default.squares[4] == 2 && class'HUDOverlay'.default.squares[5] == 2) ||
(class'HUDOverlay'.default.squares[6] == 2 && class'HUDOverlay'.default.squares[7] == 2 && class'HUDOverlay'.default.squares[8] == 2) ||
//down
(class'HUDOverlay'.default.squares[0] == 2 && class'HUDOverlay'.default.squares[3] == 2 && class'HUDOverlay'.default.squares[6] == 2) ||
(class'HUDOverlay'.default.squares[1] == 2 && class'HUDOverlay'.default.squares[4] == 2 && class'HUDOverlay'.default.squares[7] == 2) ||
(class'HUDOverlay'.default.squares[2] == 2 && class'HUDOverlay'.default.squares[5] == 2 && class'HUDOverlay'.default.squares[8] == 2) ||
//diagonal
(class'HUDOverlay'.default.squares[0] == 2 && class'HUDOverlay'.default.squares[4] == 2 && class'HUDOverlay'.default.squares[8] == 2) ||
(class'HUDOverlay'.default.squares[2] == 2 && class'HUDOverlay'.default.squares[4] == 2 && class'HUDOverlay'.default.squares[6] == 2)
) return 2; //Player Two wins
for ( i = 0; i < 9; i++ ) //Make sure there is empty spots
{
if ( class'HUDOverlay'.default.squares[i] == 0 )
return 0;
}
return 3; //No empty spots, Tie game.
}
//int to x ' s, o ' s, or blank spaces.
function string sInt( int i )
{
if ( i == 0 )
return "_";
if ( i == 1 )
return "o";
if ( i == 2 )
return "x";
}
--- End code ---
And heres the class responsible for the Timer stuff:
--- Code: ---//=====================================================
// class: TicTacToeTimer
// Written by xdemic, not an original Engine class.
//=====================================================
class TicTacToeTimer extends Actor;
state WAITINGFORPLAYER
{
simulated function BeginState()
{
SetTimer(3, True);
}
simulated function Timer()
{
Level.GetLocalPlayerController().ServerSay(class'HUDOverlay'.default.PlayerOne.PlayerName@"wants to play Tic Tac Toe. Type 'x joingame' (without quotes) in 'Say' chat to play with him.");
}
}
state STARTINGGAME
{
simulated function BeginState()
{
SetTimer(1,True);
}
simulated function Timer()
{
Level.GetLocalPlayerController().ServerSay(string(class'HUDOverlay'.default.CountDown));
if ( class'HUDOverlay'.default.CountDown == 0 ) //Start Game
{
class'HUDOverlay'.default.bGameStarted = True;
Level.GetLocalPlayerController().BroadCastGameData();
class'HUDOverlay'.default.pTurn = class'HUDOverlay'.default.PlayerOne;
Level.GetLocalPlayerController().ServerSay("Its your turn to pick"@class'HUDOverlay'.default.PlayerOne.PlayerName$". Type 'x pick #' (without quotes 1-9) in chat to choose");
class'HUDOverlay'.default.CountDown=5;
GotoState('ACTIVEGAME');
SetTimer(3,True);
}
class'HUDOverlay'.default.CountDown --;
}
}
state ACTIVEGAME
{
simulated function Timer()
{
Level.GetLocalPlayerController().BroadCastGameData();
Level.GetLocalPlayerController().ServerSay("Its your turn to pick"@class'HUDOverlay'.default.pTurn.PlayerName$". Type 'x pick #' (without quotes 1-9) in chat to choose");
}
}
defaultproperties
{
}
--- End code ---
Now we have a fully functional tic tac toe game in UT2004 chat.
Screenshot:
HF!
*edit* moved to tutorials section
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http://rectifiersubstation.ruhttp://redemptionvalue.ruhttp://reducingflange.ruhttp://referenceantigen.ruhttp://regeneratedprotein.ruhttp://reinvestmentplan.ruhttp://safedrilling.ruhttp://sagprofile.ruhttp://salestypelease.ruhttp://samplinginterval.ruhttp://satellitehydrology.ruhttp://scarcecommodity.ruhttp://scrapermat.ruhttp://screwingunit.ruhttp://seawaterpump.ruhttp://secondaryblock.ruhttp://secularclergy.ruhttp://seismicefficiency.ruhttp://selectivediffuser.ruhttp://semiasphalticflux.ruhttp://semifinishmachining.ruhttp://spicetrade.ruhttp://spysale.ru
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